Which is Better: Spirit or Letter of a Disadvantage?

mercredi 13 mai 2015

I'm having a stylistic and game philosophical disagreement with some folks on the irc.sorcery.net #gurps channel right now.

Basically, the guys who I'm disagreeing with are stating that the written letter of the RAW should be followed no matter what, even if just following the spirit of a disadvantage without the minutia gives a better visual or makes more sense for a character.

The case in point: My character had Berserk (9), and was 20 yards away from someone she was aiming at when she was shot in the arm and lost her SC roll by 2. Now, by the RAW, because this guy was at 20 yards away she absolutely had to drop the gun and charge. My mental image was to charge forward while firing the gun until she was in melee range. If this guy had been at 21 yards or more, by the RAW I would have stood there and shot at him until the gun was empty . . . but also not able to charge forward shooting. (I've also been told "why did you take the disad if you don't know what it does?" Apparently, forgetting the minutia during play without having a book on hand to reference is the same as not reading it beforehand in their minds.)

In my mind, the spirit of the disadvantage - that you're seeing red you are so reckless in combat you automatically don't defend - would overrule this minutia if the story calls for it. When I GM, I tend to be a little more loose with enforcing certain rules if they would go against the narratives or a cool visual.

These guys have also said, "if you're not going to follow the minutia of the rules, why are you playing GURPS?" That one makes me raise my eyebrows, for many reasons I won't go into here.

So which in your opinions is better for a game: the spirit of the disad, or the letter of it?
Which is Better: Spirit or Letter of a Disadvantage?

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